99 Nights in the Forest Alien Class Guide
The Alien class is one of those picks that sounds better than it plays if you do not understand it. I have used it enough to know what it is good at and where it falls short. This guide sticks only to the Alien class and how to get real value from it.
What The Alien Class Is
The Alien is a playable class in 99 Nights in the Forest that costs 100 Diamonds.
You spawn with a Raygun and gain access to Alien Tech Energy perks. These perks affect night vision, energy recharge, and sprint speed.
The class does not change how hostile aliens behave. They still attack you like normal.
Starting Gear And Cost
The Alien class costs 100 Diamonds to unlock.
Every run starts with a Raygun. Normally this weapon only shows up during the Alien Invasion event, so having it right away is the main reason to pick this class.
The Raygun uses Alien Tech Energy instead of ammo.
Alien Class Perks By Level
Level 1 Perks
At Level 1, the class gives night visibility and a drawback.
You can see much better at night, even without a flashlight. I rarely carry one when using this class.
If the Raygun overheats, your sprint speed drops. This is dangerous if something is chasing you.
Level 2 Perks
Level 2 improves how the Raygun feels.
Alien Tech Energy recharges faster. The energy bar usually fills back up in under 10 seconds.
This perk makes it easier to rotate weapons during fights.
Level 3 Perks
Level 3 adds a movement bonus.
You sprint faster when Alien Tech Energy is full. This helps with escapes and repositioning.
I use this mostly to get out of bad situations, not to push fights.
Leveling The Alien Class
Progression is tied to alien tech kills.
Level 2 requires 150 kills using alien tech.
Level 3 requires 300 kills using alien tech.
You do not need full kills with the Raygun. I usually weaken enemies with another weapon and finish them with the Raygun. It still counts.
How The Alien Class Plays In Practice
This class is not built for damage.
The Raygun has aim assist and hits instantly, but the damage is low. Strong enemies can drain a full energy bar.
I treat the Raygun as a finisher and utility tool. I swap weapons while the energy recharges and avoid overheating unless I know I am safe.
Movement matters more than standing your ground with this class.
Where The Alien Class Works Best
The Alien class fits certain situations better than others.
Night scouting without a flashlight
Finishing off enemies safely
Escaping when paths are clear
Early game flexibility
It struggles when forced into long fights.
Problems You Will Run Into
The weaknesses are easy to feel.
Raygun damage is low
Overheating slows you down
Level 3 speed only works at full energy
Hard to deal with strong enemies alone
If you rely only on the Raygun, fights take too long.
Practical Tips From Experience
These habits made the class feel better for me.
Do not overheat the Raygun while being chased
Always carry a second weapon
Use night vision to avoid fights, not start them
Save full energy for movement, not damage
Finish enemies with the Raygun instead of opening with it
Once I played it this way, the class felt consistent.
Final Blurb
The Alien class is a utility pick with clear limits. It gives vision and movement, but it asks you to manage energy carefully. If you like staying mobile and picking fights on your terms, it works. If you want fast kills, it will feel weak.
FAQ
Does the Alien class stop aliens from attacking you
No. Aliens will still attack you normally.
Is the Raygun enough by itself
No. It works best as a secondary weapon.
Is the Alien class worth the cost
Yes, if you value movement and night visibility.
Can you outrun all enemies with Level 3
No. You can outrun normal Deer for a short time, but not Hungry Deer.
Do perks work while firing the Raygun
Most perks only apply when Alien Tech Energy is full.

